Melee: Difference between revisions

From Halopedia, the Halo wiki

(→‎Halo 2 and Halo 2 Anniversary: Okay, I was wrong. Those numbers weren't completely inaccurate. Though, it is not every weapon that needs those amount of melees, so I made sure to distingush that.)
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===''Halo 2'' and ''Halo 2 Anniversary''===
===''Halo 2'' and ''Halo 2 Anniversary''===
''[[Halo 2]]''<nowiki/>'s melee system was based on three levels of player movement as well as the weapon held. A stationary melee does the least amount of damage, a running melee doing a middle amount of damage, and a jumping melee does a large amount of damage. With the introduction of [[dual wielding]], a new feature was added: if a player performs a melee attack while dual-wielding, they will drop their left weapon.
''[[Halo 2]]''<nowiki/>'s melee system was based on three levels of player movement as well as the weapon held. A stationary melee does the least damage (with some weapons taking six melees to kill a fully shielded spartan), a running melee taking down roughly half of the target's shields (giving some weapons a three hit kill, and a jumping melee almost completely removing the target's shields (giving some weapons a two hit kill). With a patch, this system was updated massively buff most weapons {{Ref/Site|ID=Halo2Melee|URL=https://gamefaqs.gamespot.com/xbox/562116-halo-2/faqs/36514}}.
 
With the introduction of [[dual wielding]], a new feature was added: if a player performs a melee attack while dual-wielding, they will drop their left weapon.


In ''Halo 2'', melee attacks had the added benefit of canceling various animations and delays. This trait was shared by various other actions, and was exploited in the form of [[Button combo|special button combinations]].
In ''Halo 2'', melee attacks had the added benefit of canceling various animations and delays. This trait was shared by various other actions, and was exploited in the form of [[Button combo|special button combinations]].